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Rules

Death Saving Throws

At 0 HP, roll d20 each turn: 10+ succeeds, 9- fails, nat 1 is two failures, nat 20 restores 1 HP. Three failures before three successes means death.

When you drop to 0 hit points, you are dying and must begin making death saving throws at the start of each of your turns.

The roll: Roll 1d20 — no modifiers apply (unless a feature specifically grants one).

  • 10 or higher: Success.
  • 9 or lower: Failure.
  • Rolling a 1: Counts as two failures.
  • Rolling a 20: You regain 1 hit point and regain consciousness.

Tracking:

  • Accumulate three successes before three failures to stabilize (unconscious at 0 HP, no longer rolling).
  • Accumulate three failures to die.
  • Successes and failures reset when you regain any hit points.

Taking damage at 0 HP:

  • Any damage while at 0 HP causes one automatic death save failure.
  • A critical hit (attacker within 5 feet) causes two failures.
  • Damage equal to or exceeding your hit point maximum causes instant death.

Stabilizing:

  • A stabilized creature stops making death saves but remains unconscious at 0 HP.
  • After 1d4 hours, a stabilized creature regains 1 HP.
  • An ally can stabilize you with a DC 10 Wisdom (Medicine) check or by using a healer's kit (no check required).
  • Any healing (even 1 HP) removes the dying condition immediately.